madrussian 347 Posted June 18, 2009 Still waiting on my copy, but I haven't seen much on this area, and I'm dying to know. Did ArmA2 ship with any sort of dynamic voice system? Not talking about the radio voices here (or the radio messages spoken aloud which was so robotic in Arma1), but rather what the units actually say to one another, based on the situation? (i.e. Ala the dynamic speech in ECS or Wolfrug/Sickboy's dynamic speech system.) Any heads up in this area would be appreciated during this trying time of waiting and wondering. :) Share this post Link to post Share on other sites
thr0tt 12 Posted June 18, 2009 None I have seen playing the game. It sounds very similar to ArmA 1. You do have an option to 'talk' to players but it is very limited and has a minor novelty factor. The campaign has pre-recorded voice overs which play even while you are pointing out 'UAV Ahead' or whatever so it can make the 'dynamic' feeling voice work a bit confused. Share this post Link to post Share on other sites
maddogx 13 Posted June 18, 2009 Actually there is dynamic speech. Not just the player being able to talk to AI, but also people talking amongst each other. With soldiers this is mostly just "Hello" and a salute, but AI civilians will apparently have actual dynamic conversations with each other. If you place yourself and a simple civilian logic module in the editor, you can see the civs walking/running around and sometimes stopping to talk to each other. A system like Sickboy & Wolfrug's dynamic speech system would also add a lot to the immersion factor, but I'm sure they (or someone else) will make something similar for A2. Share this post Link to post Share on other sites
Wolfrug 0 Posted June 18, 2009 Since it's essentially just a set of scripts using XEH, they should work out of the box - just like VictorFarbau's VFAI. Try it ;) I'm still waiting to get my grubby hands on that damned A2 box :( Regards, Wolfrug Share this post Link to post Share on other sites
madrussian 347 Posted June 18, 2009 (edited) Thanks for the info guys. Regarding the civ speech to one another, how long until they start repeating themselves? Oblivion seemed to have enough of this civ-civ style speech to go around, at least for a while. Also, anyone tried out Wolfrug's system yet? Just maybe it works in Arma2 without modification? :) The campaign has pre-recorded voice overs which play even while you are pointing out 'UAV Ahead' or whatever so it can make the 'dynamic' feeling voice work a bit confused. This brings up an interesting point. Once someone does start in tackling this dynamic speech system for Arma2, here's a big request: Please give us a means to temporarily disable speech for specified individual units. You know, for cut scenes and such. It could be as simple as a global array containing speech-disabled units that gets checked anytime speech is about to occur. I have these funny memories of way back playing Abandoned Armies using ECP 1.085 for OFP, talking to one of the poor survivors in my small band of civilian resistance fighters. They'd begin telling me about their awful plight, then gulp out these silly unrelated statements, in a completely different voice of course. edit: Just saw your response Wolfrug... good to know! Edited June 18, 2009 by MadRussian Share this post Link to post Share on other sites
Wolfrug 0 Posted June 18, 2009 Thanks for the info guys.Please give us a means to temporarily disable speech for specified individual units. In RUG_DSAI, you can set RUG_DSAI_TerminalDistance to 0 for the duration of the cutscene - this will let the scripts continue uninterruptedly, but all voice communications will be temporarily disabled. As to individual units, well....I don't think we have a switch for that actually, or maybe we do, I'm not sure :D But anyway...not to derail this topic any more! I am interested in knowing if it works though! Regards, Wolfrug Share this post Link to post Share on other sites
madrussian 347 Posted June 18, 2009 Interesting... Good to know there is a way to disable speech globally in RUG_DSAI. Couple of reasons it would be good to have a means to disable dynamic speech for individual units: 1. So that female units aren't grunting out male utterances like the rest of the units on their side. 2. In case you want a pre-recorded conversation to take place outside a cutscene. Example: You want the possibility of the conversation to be interrupted by a random enemy force strolling up... and would like the possibility of hearing them approach via their speech, before they arrive. But anyway...not to derail this topic any more! I am interested in knowing if it works though! Your addon will no doubt be the first one I check when my copy finally gets here! :) Share this post Link to post Share on other sites